hey, love your addon , but there is a problem that occured in my rig, after you jump to the finished mesh i got lost, did you rig the mesh to the bones with only deforme or automatic. bec build skeletone process in the advanced rig the jaw nor anything in the face moves with its bones. i dont know what to do
@RakizFarooq3 жыл бұрын
The character face was rigged with automatic weight paint then touched up a little. You can use automatic weight or do your own custom weight painting.
@milo200603 жыл бұрын
Any way to import only the face animations to my character? I have this problem. My client asks me to make face animations for his game and he did give me a mesh and bones with it that looks like they made with blender as the main bone is called UNRIGIFY and other bones are DEF-something. It has face rig but I can't rig it in rigify coz the bones are not set into any rigify bone set (Yes I have tried to set manually its bones to rigify bones but there are still differences to the normal meta human rigify set which causes the control rig to fail. So if it could be possible to just delete all other bones below head and if I get only the head working in so that I can control it and then import it to ue4.
@virtual_intel5 жыл бұрын
I got Papagayo to work in Blender 2.79b and I got Rigify working in Blender 2.80 Beta. All I need is that Blender 2.80 Beta script/add-on for Papagayo. Great job on this. The Rigify Meta rig is very touchy regarding setting up the Facerig alignment to our base mesh. I tend to do a lot of scaling in edit mode and popping in and out of X Axis mirror to achieve the best results I can possibly pull off using it as you did here. Fun stuff! Was gonna launch my video covering the Meta rig alignment for Facerig as well, but it's 3 hours long 😄 so I think I need to trim it down a bit. Looking back at how long it took me to get it right. I'm happy I didn't quit lol. Cannot wait till that Papagayo add-on to be updated and launched for us all.
@RakizFarooq5 жыл бұрын
The script is nice but I think you would get a better result by hand keying the poses. Papagayo already breaks down the phonemes. It is usually 3 or 4 per word. With the pose library available, hand keying is not that hard to do.
@virtual_intel5 жыл бұрын
@@RakizFarooq yeah I actually was thinking of trying hand keying the facial mouth motions. The tough part is to get the right cheek muscles and jaw areas to move in conjunction with the lips. I've played around in the past with creating shape keys so that skill set might help me to pull this off. We shall see!
@rasvanpavel82645 жыл бұрын
hi. Can you tell me from where can I download the lipsync importer plugin compatible with blender 2.80? Thx
@ScifiSiShredaholic5 жыл бұрын
Wow, that's great! Would love it if there was a way to use this with Genesis 3 characters :)
@putnik23545 жыл бұрын
Very nice. Thank you
@SuperMontana20084 жыл бұрын
everytime i try this, my weights disappear or my characters wrists pinch, this is confusing
@RakizFarooq4 жыл бұрын
This is going to happen if you misapply skin weights. Probably you are either applying weight paint to the IKs or non-deform control bones or destroying the weight paint of the rest of the body while applying weights to the face bones.
@artefxanimaciones5 жыл бұрын
Hi, could I add the Lip Sync addon for Blender 2.8? we will all be more than grateful :)
@t3hpwninat0r5 жыл бұрын
Great job on your script and these videos, but sometimes it's difficult to hear what key you're saying (e.g. M vs N) and you say a lot of keys :S it would help if you use the Screencast Keys plugin to show us in an overlay what you're pressing: it's updated for 2.8 on github.com/nutti/Screencast-Keys
@RakizFarooq5 жыл бұрын
Yeah .. I'm using a similar addon for my current videos. There wasn't anything available at the time I made this video.
@mch438565 жыл бұрын
Hey man, when importing the rig to Unreal do you get the error where you go over the max influence of 8 bones per vertex and if yes, how did you fix that?
@RakizFarooq5 жыл бұрын
In Blender go to 'Weight Paint' mode then under weights menu there is a tool called 'Limit Total'. You can set the max number of bones per vertex for your entire character or any selected vertex group.